LCTimburr

A Merry Pachyderm

Timburr has a myriad of positive traits that make it one of the best bulky attackers in the Little Cup metagame. Its high Attack stat and good bulk give it increased longevity and the ability to hit hard, and its Fighting typing is good both offensively and defensively. Timburr can take advantage of these traits with STAB Drain Punch, which gives it a recovery option, and Mach Punch, which is a reliable form of priority. To complement its STAB moves, Timburr has a good selection of coverage options, including Knock Off, Poison Jab, and the elemental punches, which allows it to hit its checks, and it also has access to Bulk Up, which turns it into a frightening late-game wincon. Timburr's abilities don't hurt either, with Guts giving Timburr the ability to switch into status-inducing moves without fear and Iron Fist boosting the power of many of Timburr's attacks. Timburr is held back, however, by its poor Speed stat, which leaves it outrun by most of the metagame, and its tendency to being worn down hurts its ability to reliably switch in over the course of a match. It also suffers from four-moveslot syndrome to an extent, as it has to choose whether to run a coverage move that hits Flying-types or one that hits Fairy-types.

Drain Punch is Timburr's primary STAB move, as it provides a form of recovery and gets a damage boost from Iron Fist. Mach Punch is a decently strong STAB priority move with good coverage. Knock Off hits the Ghost- and Psychic-types, including Pumpkaboo-XL, Gastly, and Slowpoke, that resist Fighting and weakens opposing Pokemon by removing their Eviolites. The final moveslot is dedicated to a coverage move. Ice Punch hits Foongus, Mudbray, and Flying-types such as Vullaby, while Poison Jab OHKOes Cottonee and does significant damage to other Fairy-types. Thunder Punch is also an option to hit Mareanie and Flying-types.

Set Details
========

The given Attack investment allows Timburr to hit as hard as possible, especially when coupled with an Adamant nature. The Speed investment allows it to hit 12 Speed, enabling it to outspeed Pumpkaboo-XL and Snubbull and deal significant damage to both. The remaining EVs maximize Timburr's physical bulk. Timburr can run an alternative EV spread of 116 Atk / 156 Def / 156 SpD / 76 Spe with a Jolly nature to better take special hits, but it would rather not stay in against special attackers in the first place. Iron Fist boosts the power of Drain Punch, Mach Punch, and Ice Punch, allowing Timburr to hit harder, while Guts allows it to capitalize on status moves to increase its power. An Eviolite is used to boost Timburr's bulk as much as possible.

Usage Tips
========

This Timburr set should be used as an offensive pivot, switching in when it can, regaining its health with Drain Punch, and forcing switches. Timburr's typing makes it a great Knock Off absorber, so it's able to switch in on many Knock Off users, such as Pawniard, and threaten them. Later in a match, Mach Punch can be used to pick off weakened threats. Take advantage of Timburr's coverage options to surprise would-be checks, such as Vullaby if Ice Punch is run and Snubbull and Spritzee if Poison Jab is run.

Team Options
========

Pokemon that can deal with Poison-type foes are essential for Timburr to perform its role. Overcoat Vullaby takes on Foongus reliably, Chinchou makes a good switch-in to Mareanie, and Abra can take on most Poison types offensively. Checks to Fairy-type Pokemon are also important, including Skrelp, Mareanie, Foongus, Ferroseed, and Pawniard. Vullaby and other bulky Flying-types offensively threaten Timburr, so switch-ins to these Pokemon, like Onix and Chinchou, synergize well with Timburr. Pursuit trappers, such as Alolan Grimer and Pawniard, can take on Abra and other Psychic-types that threaten Timburr offensively. Offensive Pokemon that appreciate Timburr's ability to counter Pawniard, such as Gastly, also make good partners. Finally, if Timburr is not running Guts, a cleric such as Snubbull or Chinchou can cure Timburr of burns, which cripple its offensive potential.

Drain Punch is a decently powerful and reliable STAB move that heals Timburr, increasing its longevity. Mach Punch provides fairly powerful STAB priority that picks off weakened foes, and it can deal significant damage to frailer foes after Timburr has used Bulk Up several times. Knock Off removes items, softening up opposing Pokemon, and provides good coverage alongside Drain Punch, able to hit Ghost- and Psychic-types super effectively. Bulk Up boosts both Attack and Defense, potentially allowing Timburr to sweep late-game.

Set Details
========

The given EV spread and a Careful nature let Timburr hit Eviolite numbers in both defense stats, making it as bulky as possible, with the remainder invested in Attack. Timburr can run several alternative EV spreads, including 196 Atk / 156 Def / 156 Spe to hit 12 Speed, as well as a spread of 76 HP / 36 Atk / 156 Def / 236 SpD with a Careful nature, which lets Timburr always survive Abra's Psychic, Zigzagoon's Extreme Speed, and Omanyte's Hydro Pump after a Shell Smash from full health. However, the extra HP point doesn't come into play often, and Timburr generally prefers the Attack investment. Guts allows Timburr to absorb status and set up on the likes of Ponyta and Chinchou, while Iron Fist is an option to boost Timburr's damage output. An Eviolite is used to maximize Timburr's bulk.

Usage Tips
========

Early- and mid-game, Timburr can use Mach Punch to pick off weakened threats. Otherwise, it should try to avoid being hit by Knock Off or taking too much damage to maximize its sweeping potential at the end of a match. Once Timburr's checks have been weakened or KOed, it can set up Bulk Up against a Pokemon that can't KO it and sweep an opposing team, regaining HP with Drain Punch and hitting fast, frail attackers with a boosted Mach Punch. If Timburr has to be used early-game, it should draw in its checks and then use Knock Off, which will remove Eviolites and enable Timburr's teammates to more easily wear them down.

Team Options
========

In order for Timburr to sweep, Poison-, Fairy-, and Flying-type foes must be removed or significantly worn down. Pawniard, Foongus, and Ferroseed all handle Fairy-types well, and Onix and Chinchou can handle Flying-types. Poison-types are more difficult to check in one slot, but Abra can check most of them offensively, and various Pokemon such as Vullaby can take on Poison-types such as Foongus defensively. This Timburr set works well on Fighting spam cores, especially with Mienfoo, as both can wear down each other's checks and counters. Diglett makes a good partner to trap and remove opposing Poison-types and weakened Fairy-types. Entry hazard setters such as Dwebble and Onix help wear down the Pokemon that aim to check Timburr, and thus make good partners. Pursuit users are useful to remove opposing Abra, with Alolan Grimer and Pawniard performing this role well. Finally, Carvanha forms a potent offensive core with Timburr; they share many similar checks, most significantly Fairy-types, that they can break past in tandem.

[STRATEGY COMMENTS]
Other Options
=============

Hammer Arm is a powerful STAB move that is boosted by Iron Fist, and Timburr doesn't particularly mind the Speed drop, but Timburr would rather not forgo the recovery provided by Drain Punch or a coverage moveslot. Fire Punch and Rock Side both hit Bug-types, which resist Timburr's STAB moves, but are otherwise outclassed by Timburr's other coverage options. Sheer Force is a potentially usable ability with a Life Orb and Force Palm, but it is usually outclassed by Iron Fist.

Checks and Counters
===================

**Fairy-types**: Timburr lacks a way of dealing meaningful damage to Fairy-types, including Spritzee, Snubbull, and Cottonee, outside of Poison Jab, while they can severely damage Timburr with their super effective STAB attacks.

**Poison-types**: Poison-types resist Timburr's Fighting-type moves. Foongus and Mareanie are difficult to wear down thanks to Regenerator, while Croagunk resists Knock Off as well and can heavily damage Timburr with Sludge Bomb.

**Flying-types**: Flying-types such as Vullaby and Doduo can outspeed and OHKO even a boosted Timburr with their powerful STAB attacks, but they have to be wary of Ice Punch.

poison jab and ice punch are way more useful than thunderpunch. I mean I guess you could keep it, but mareanie isn't as common as foongus so I'm in favour of removing it

Set Details
========

talk about my spread changes
12 speed helps for pumpkaboo and more importantly snubbull if running poison jab
mention that you can invest in SpD instead of speed if you like, to take special attacks better, but most of the time timburr doens't like staying in on most Special atttacks anyway

Usage Tips
========

okay

Team Options
========

buff this up man. you want poison switch ins. Vullaby is a great switch in to foongus. chinchou can switch into mareanie with ease.
more spritzee/snubbbull switchins like skrelp, mareanie, foongus, ferroseed, pawniard

flying type switch ins, something that can switch into vullaby for example, so onix and others

cleric if you're not guts, cos iron fist timburr hates burn

[SET]
name: Bulk Up

good
[SET COMMENTS]
Moves
========
good

Set Details
========
good

Usage Tips
========
good

Team Options
========

again just stuff like fairy/poison/flying switchins
cleric if you're not guts

A Merry Pachyderm

That was actually 2/3 (Tahu got one on old thread), so implemented and wrote up.
Ready for 3/3. Sorry if some of my grammar is weird, I tried to translate someone else's bullet points into my prose and things might have got a bit janky here and there.

Switch the order of coverage options to match the order of slashes (Ice Punch first, then PJab)

Team Options
========

Mention that Vullaby needs Overcoat to take on Foongus reliably, otherwise it just gets Spored

[SET]
name: Bulk Up

good

[SET COMMENTS]
Moves
========

Mention that Mach Punch can deal significant after Timburr has set up, and can thus be used in the late game

Mention specifically that Knock Off hits Ghost-types like Pump and Honedge that are immune to Timburr's STAB, as well as Psychic-types like Slowpoke that resist the STAB

Your final point is weirded wordly, as it implies that Bulk Up automatically makes Timburr hard to deal with in the late game. I'd change it to 'potentially allowing Timburr to sweep in the late game'.

Set Details
========

Mention that Guts allows Timburr to set up on status spreaders such as the Ponyta you mention, making it usually better than Iron Fist on this set.

Talked to you on discord about the spread, mention that it allows you to nearly always survive +2 Omanyte's Hydro Pump, allowing you to revenge with Drain Punch (into Mach if Omanyte is at full after setting up somehow), but also mention that the extra HP point doesn't come into play very often and that you give out a significant amount of power for it.

Usage Tips
========

Mention that Knock Off is used to remove an Eviolite, just to make clear that that is how it allows teammates to more easily wear it down

Team Options
========

Talked to you on discord about replacing some of your Fairy answers here for Pawn and Foongus

A Merry Pachyderm

far from basic

Timburr has a myriad of positive traits that make it one of the best bulky attackers in the Little Cup metagame. Its high Attack stat and good bulk give it longevity and the ability to hit hard, and its Fighting-type typing is good both offensively and defensively. Timburr can abuse take advantage ofthese traits with a STAB Drain Punch, which gives it a form method of recovery, and Mach Punch, which is a reliable form of priority. To complement its STAB moves, Timburr has a good selection of coverage options, including Knock Off, Poison Jab, and the elemental punches, which allows (the subject is selection, which is singular) it to hit its checks, and access to Bulk Up, which turns it into a frightening win condition wincon late-game. Its abilities don't hurt either, with Guts giving Timburr the ability to switch into status-inducing moves without fear, (comma) and Iron Fist boosting the power of many of Timburr's attacks. Timburr is held back, however, by its poor Speed stat, which leaves it outrun by practically all of the metagame, and its tendency to being worn down, which hurts its ability to reliably switch in over the course of a match. It also suffers from four-moveslot syndrome to an extent with 4MSS, as it has to choose whether to run a coverage move that hits Flying-types or one that hits Fairy-types.

Drain Punch is Timburr's primary STAB move, as it provides it with a form of recovery and gets a damage boost from Iron Fist. Mach Punch is a decently strong STAB priority move with good coverage. Knock Off hits the Ghost- and Psychic-types, including Pumpkaboo and Gastly, that resist the Fighting-type and weakens opposing Pokemon by removing their Eviolites. The final moveslot is dedicated to a coverage move. Ice Punch hits Foongus, Mudbray, and Flying-types such as Vullaby, while Poison Jab OHKOes Cottonee and does significant damage to other Fairy-types. Thunder Punch is also an option to hit Mareanie and Flying-types.

Set Details
========

Timburr's Attack investment allows it to hit as hard as possible, especially when coupled with an Adamant nature. The Speed investment allows it to hit 12 Speed, allowing enabling it to outspeed Pumpkaboo and Snubbull, (comma) and deal significant damage to both. The remaining EVs maximize Timburr's physical bulk. Timburr can run an alternative spread of 116 Atk / 156 Def / 156 SpD / 76 Spe with a Jolly nature to better take special hits, but it would rather not stay in against special attackers anyway in the first place. Iron Fist boosts the power of Drain Punch, Mach Punch, and Ice Punch, allowing Timburr to hit harder, while Guts allows it to capitalize on status moves to increase its power. An Eviolite is used to boost Timburr's bulk as much as possible.

Usage Tips
========

This Timburr set should be used as an offensive pivot, switching in where when it can, regaining its health with Drain Punch, and forcing switches. Timburr's typing makes it a great Knock Off absorber, which leaves it so it's able to switch in on many Knock Off users, such as Pawniard, and become a threat. Later in a match, Mach Punch can be used to pick off weakened threats. Take advantage of Timburr's coverage options to surprise would-be checks, such as Vullaby if Ice Punch is run, (comma) and Snubbull and Spritzee if Poison Jab is run.

Team Options
========

Pokemon which that can deal with Poison-type foes are essential for Timburr to perform its role. Overcoat Vullaby takes on Foongus reliably, Chinchou makes a good switch-in to Mareanie, and Abra can take on most Poison types offensively. Checks to Fairy-type Pokemon are also important, including Skrelp, Mareanie, Foongus, Ferroseed, and Pawniard. Vullaby and other bulky Flying types offensively threaten Timburr offensively, so switch-ins to these Pokemon, like Onix and Chinchou, synergize well with Timburr. Pursuit trappers, such as Alolan Grimer and Pawniard, can take on Abra and other Psychic-(hyphen)types which that threaten Timburr offensively. Offensively, Offensive Pokemon that appreciate Timburr's ability to counter Pawniard, such as Gastly, also make good partners. Finally, if Timburr is not running Guts, a cleric such as Snubbull or Chinchou can cure Timburr of burns, which cripple its offensive potential.

Drain Punch is a decently powerful and reliable STAB move that heals Timburr, giving it longevity. Mach Punch provides fairly powerful STAB priority to pick off weakened foes, and can deal significant damage to frailer foes after Timburr has used Bulk Up several times. Knock Off removes items, softening up opposing Pokemon, and provides good coverage alongside Drain Punch, able to hit Ghost- and Psychic-types super effectively. Bulk Up boosts both Attack and Defense, potentially allowing Timburr to sweep late-game.

Set Details
========

The given EV spread and a Careful nature let Timburr hit Eviolite numbers in both defense stats, making it as bulky as possible, with the remainder invested in attack Attack. Timburr can run several alternative EV spreads, including the 12 Speed196 Atk / 156 Def / 156 Spe spread from the other set to hit 12 Speed, as well as a spread of 76 HP / 36 Atk / 156 Def / 236 SpD with a Careful nature, which lets Timburr always live both take Abra's Psychic, Zigzagoon's Extreme Speed, and Omanyte's Hydro Pump after Shell Smash from full health. However, the extra HP point doesn't come into play often, and Timburr generally prefers the Attack investment. Guts allows Timburr to absorb status and set up on the likes of Ponyta and Chinchou, while Iron Fist is also an option to boost Timburr's damage output. An Eviolite is used to maximize Timburr's bulk.

Usage Tips
========

Early- to or mid-game, Timburr can use Mach Punch to pick off weakened threats. Otherwise, it should try to avoid being Knocked off hit by Knock Off or taking too much damage to maximize sweeping potential at the end of a match. Once Timburr's checks have been weakened or KOed, it can set up Bulk Up against a Pokemon that can't KO it and sweep an opposing team, regaining HP with Drain Punch and hitting fast, frail attackers with a boosted Mach Punch. If Timburr does have to be used early in the game, it should draw in its checks and then use Knock Off, which will remove foes' Eviolites and enable Timburr's teammates to more easily wear them down.

Team Options
========

In order for Timburr to sweep, Poison-, Fairy-, and Flying-type foes must be removed or significantly worn down. Pawniard, Foongus, and Ferroseed all handle Fairy-types well, and Onix and Chinchou can handle Flying-types. Poison-types are more difficult to check in one slot, but Abra can check most of them offensively, and various Pokemon such as Vullaby can take on Poison-types such as Foongus defensively. This Timburr set works well on Fighting spam cores, especially with Mienfoo, as both can wear down each other'(apostrophe)s checks and counters. Diglett makes a good partner to trap and remove opposing Poison-types and weakened Fairy-(hyphen)types. Hazard Entry hazardsetters such as Dwebble and Onix help set entry hazards that wear down the Pokemon that aim to check Timburr, and so make good partners. Pursuit users are useful to remove opposing Abra, with Alolan Grimer and Pawniard performing this role well. Finally, Carvanha forms a potent offensive core with Timburr; they share many similar checks, most significantly Fairy-types, that they can break past in tandem.

[STRATEGY COMMENTS]
Other Options
=============

Hammer Arm is a powerful STAB move that is boosted by Iron Fist, and Timburr doesn't particularly mind the Speed drop, but Timburr would rather not forgo the recovery provided by Drain Punch or a coverage moveslot. Fire Punch and Rock Side both hit Bug-types, which resist Timburr's STAB type, but are otherwise outclassed by Timburr's other coverage options. Sheer Force is a potentially usable ability with a Life Orb and Force Palm, but is usually outclassed by Iron Fist.

Checks and Counters
===================
**Fairy-types**: Timburr lacks a way to deal meaningful damage to Fairy-types, including Spritzee, Snubbull, and Cottonee, outside of Poison Jab, while they can severely damage Timburr with their super effective STAB attacks.

**Poison-types**: Poison-types resist Timburr's Fighting-type movesSTAB. Foongus and Mareanie are difficult to wear down thanks to Regenerator, while Croagunk resists Knock Off as well and can heavily damage Timburr with Sludge Bomb.

**Flying-types**: Flying-types such as Vullaby and Doduo can outspeed and OHKO even a boosted Timburr with their powerful STAB attacks, but have to be wary of Ice Punch defensively.

katharsis

Timburr has a myriad of positive traits that make it one of the best bulky attackers in the Little Cup metagame. Its high Attack stat and good bulk gives it increased longevity and the ability to hit hard, and its Fighting typing is good both offensively and defensively. Timburr can take advantage of these traits with a STAB Drain Punch, which gives it a method of recovery option, and Mach Punch, which is a reliable form of priority. To complement its STAB moves, Timburr has a good selection of coverage options, including Knock Off, Poison Jab, and the elemental punches, which allows it to hit its checks, and access to Bulk Up, which turns it into a frightening wincon late-gamelate-game wincon. Its abilities don't hurt either, with Guts giving Timburr the ability to switch into status-inducing moves without fear and Iron Fist boosting the power of many of Timburr's attacks. Timburr is held back, however, by its poor Speed stat, which leaves it outrun by practically all of the metagame, and its tendency to being worn down, (RC) which hurts its ability to reliably switch in over the course of a match. It also suffers from four-moveslot syndrome to an extent as it has to choose whether to run a coverage move that hits Flying-types or one that hits Fairy-types.

Drain Punch is Timburr's primary STAB move, as it provides a form of recovery and gets a damage boost from Iron Fist. Mach Punch is a decently strong STAB priority move with good coverage. Knock Off hits the Ghost- and Psychic-types, including Pumpkaboo (all Pumpkaboo formes or a specific one?, if all Pumpkaboo formes then write "including all Pumpkaboo formes", if reffering to only one Pumpkaboo form, then use the -XL, or -S etc. or the appropriate tag for it) and Gastly (these are both Ghost-types, try to mention a Psychic-type to make more sense), that resist Fighting and weakens opposing Pokemon by removing their Eviolites. The final moveslot is dedicated to a coverage move. Ice Punch hits Foongus, Mudbray, and Flying-types such as Vullaby, while Poison Jab OHKOes Cottonee and does significant damage to other Fairy-types. Thunder Punch is also an option to hit Mareanie and Flying-types.

Set Details
========

Timburr's Attack investment allows it to hit as hard as possible, especially when coupled with an Adamant nature. The Speed investment allows it to hit 12 Speed, enabling it to outspeed Pumpkaboo (all Pumpkaboo formes or one specific form?) and Snubbull and deal significant damage to both. The remaining EVs maximize Timburr's physical bulk. Timburr can run an alternative spread of 116 Atk / 156 Def / 156 SpD / 76 Spe with a Jolly nature to better take special hits, but it would rather not stay in against special attackers in the first place. Iron Fist boosts the power of Drain Punch, Mach Punch, and Ice Punch, allowing Timburr to hit harder, while Guts allows it to capitalize on status moves to increase its power. An Eviolite is used to boost Timburr's bulk as much as possible.

Usage Tips
========

This Timburr set should be used as an offensive pivot, switching in when it can, regaining its health with Drain Punch, (RC) and forcing switches. Timburr's typing makes it a great Knock Off absorber, so it's able to switch in on many Knock Off users, such as Pawniard, and become a threaten them. Later in a match, Mach Punch can be used to pick off weakened threats. Take advantage of Timburr's coverage options to surprise would-be checks, such as Vullaby if Ice Punch is run and Snubbull and Spritzee if Poison Jab is run.

Team Options
========

Pokemon that can deal with Poison-type foes are essential for Timburr to perform its role. Overcoat Vullaby takes on Foongus reliably, Chinchou makes a good switch-in to Mareanie, and Abra can take on most Poison types offensively (do you mean effectively?). Checks to Fairy-type Pokemon are also important, including Skrelp, Mareanie, Foongus, Ferroseed, and Pawniard. Vullaby and other bulky Flying-(AH)types offensively threaten Timburr, so switch-ins to these Pokemon, like Onix and Chinchou, synergize well with Timburr. Pursuit trappers, such as Alolan Grimer and Pawniard, can take on Abra and other Psychic-types that threaten Timburr offensively. Offensive Pokemon that appreciate Timburr's ability to counter Pawniard, such as Gastly, also make good partners. Finally, if Timburr is not running Guts, a cleric such as Snubbull or Chinchou can cure Timburr of burns, which cripple its offensive potential.

Drain Punch is a decently powerful and reliable STAB move that heals Timburr, givingincreasing its longevity. Mach Punch provides fairly powerful STAB priority to pick off weakened foes, and can deal significant damage to frailer foes after Timburr has used Bulk Up several times. Knock Off removes items, softening up opposing Pokemon, and provides good coverage alongside Drain Punch, able to hit Ghost- and Psychic-types super effectively. Bulk Up boosts both Attack and Defense, potentially allowing Timburr to sweep late-game.

Set Details
========

The given EV spread and a Careful nature let Timburr hit Eviolite numbers in both defense stats, making it as bulky as possible, with the remainder invested in Attack. Timburr can run several alternative EV spreads, including the 196 Atk / 156 Def / 156 Spe spread from the other set to hit 12 Speed, as well as a spread of 76 HP / 36 Atk / 156 Def / 236 SpD with a Careful nature, which lets Timburr always takesurvive Abra's Psychic, Zigzagoon's Extreme Speed, and Omanyte's Hydro Pump after Shell Smash from full health. However, the extra HP point doesn't come into play often, and Timburr generally prefers the Attack investment. Guts allows Timburr to absorb status and set up on the likes of Ponyta and Chinchou, while Iron Fist is an option to boost Timburr's damage output. An Eviolite is used to maximize Timburr's bulk.

Usage Tips
========

Early- or mid-game, Timburr can use Mach Punch to pick off weakened threats. Otherwise, it should try to avoid being hit by Knock Off or taking too much damage to maximize sweeping potential at the end of a match. Once Timburr's checks have been weakened or KOed, it can set up Bulk Up against a Pokemon that can't KO it and sweep an opposing team, regaining HP with Drain Punch and hitting fast, frail attackers with a boosted Mach Punch. If Timburr does have to be used early in the gameearly-game, it should draw in its checks and then use Knock Off, which will remove Eviolites and enable Timburr's teammates to more easily wear them down.

Team Options
========

In order for Timburr to sweep, Poison-, Fairy-, and Flying-type foes must be removed or significantly worn down. Pawniard, Foongus, and Ferroseed all handle Fairy-types well, and Onix and Chinchou can handle Flying-types. Poison-types are more difficult to check in one slot, but Abra can check most of them offensively(again, do you mean effectively?), and various Pokemon such as Vullaby can take on Poison-types such as Foongus defensively(same comment with offensively ^). This Timburr set works well on Fighting spam cores, especially with Mienfoo, as both can wear down each other's checks and counters. Diglett makes a good partner to trap and remove opposing Poison-types and weakened Fairy-types. Entry hazard setters such as Dwebble and Onix help wear down the Pokemon that aim to check Timburr, and so make good partners. Pursuit users are useful to remove opposing Abra, with Alolan Grimer and Pawniard performing this role well. Finally, Carvanha forms a potent offensive core with Timburr; they share many similar checks, most significantly Fairy-types, that they can break past in tandem.

[STRATEGY COMMENTS]
Other Options
=============

Hammer Arm is a powerful STAB move that is boosted by Iron Fist, and Timburr doesn't particularly mind the Speed drop, but Timburr would rather not forgo the recovery provided by Drain Punch or a coverage moveslot. Fire Punch and Rock Side both hit Bug-types, which resist Timburr's STAB type, but are otherwise outclassed by Timburr's other coverage options. Sheer Force is a potentially usable ability with a Life Orb and Force Palm, but is usually outclassed by Iron Fist.

Checks and Counters
===================
**Fairy-types**: Timburr lacks a way to deal meaningful damage to Fairy-types, including Spritzee, Snubbull, and Cottonee, outsideexcludingof Poison Jab, while they can severely damage Timburr with their super effective STAB attacks.

**Poison-types**: Poison-types resist Timburr's Fighting-type moves. Foongus and Mareanie are difficult to wear down thanks to Regenerator, while Croagunk resists Knock Off as well and can heavily damage Timburr with Sludge Bomb.

**Flying-types**: Flying-types such as Vullaby and Doduo can outspeed and OHKO even a boosted Timburr with their powerful STAB attacks, but the formerhave to be wary of Ice Punch.

Timburr has a myriad of positive traits that make it one of the best bulky attackers in the Little Cup metagame. Its high Attack stat and good bulk givesgive (it's give, there's an "and") it increased longevity and the ability to hit hard, and its Fighting typing is good both offensively and defensively. Timburr can take advantage of these traits with a STAB Drain Punch, which gives it a method of recovery option, and Mach Punch, which is a reliable form of priority. To complement its STAB moves, Timburr has a good selection of coverage options, including Knock Off, Poison Jab, and the elemental punches, which allows it to hit its checks, and it also has access to Bulk Up, which turns it into a frightening wincon late-gamelate-game wincon. ItsTimburr's abilities don't hurt either, with Guts giving Timburr the ability to switch into status-inducing moves without fear and Iron Fist boosting the power of many of Timburr's attacks. Timburr is held back, however, by its poor Speed stat, which leaves it outrun by practically allmost of the metagame, and its tendency to being worn down, (RC) which hurts its ability to reliably switch in over the course of a match. It also suffers from four-moveslot syndrome to an extent,(AC) as it has to choose whether to run a coverage move that hits Flying-types or one that hits Fairy-types.

Drain Punch is Timburr's primary STAB move, as it provides a form of recovery and gets a damage boost from Iron Fist. Mach Punch is a decently strong STAB priority move with good coverage. Knock Off hits the Ghost- and Psychic-types, including Pumpkaboo (all Pumpkaboo formes or a specific one?, if all Pumpkaboo formes then write "including all Pumpkaboo formes", if reffering to only one Pumpkaboo form, then use the -XL, or -S etc. or the appropriate tag for it) (yes, specify which Pumpkaboo) and Gastly (these are both Ghost-types, try to mention a Psychic-type to make more sense) (<- do this also), that resist Fighting and weakens opposing Pokemon by removing their Eviolites. The final moveslot is dedicated to a coverage move. Ice Punch hits Foongus, Mudbray, and Flying-types such as Vullaby, while Poison Jab OHKOes Cottonee and does significant damage to other Fairy-types. Thunder Punch is also an option to hit Mareanie and Flying-types.

Set Details
========

Timburr'sThe given Attack investment allows itTimburr to hit as hard as possible, especially when coupled with an Adamant nature. The Speed investment allows it to hit 12 Speed, enabling it to outspeed Pumpkaboo (all Pumpkaboo formes or one specific form?) (this too) and Snubbull and deal significant damage to both. The remaining EVs maximize Timburr's physical bulk. Timburr can run an alternative EV spread of 116 Atk / 156 Def / 156 SpD / 76 Spe with a Jolly nature to better take special hits, but it would rather not stay in against special attackers in the first place. Iron Fist boosts the power of Drain Punch, Mach Punch, and Ice Punch, allowing Timburr to hit harder, while Guts allows it to capitalize on status moves to increase its power. An Eviolite is used to boost Timburr's bulk as much as possible.

Usage Tips
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This Timburr set should be used as an offensive pivot, switching in when it can, regaining its health with Drain Punch,(keep comma)(RC) and forcing switches. Timburr's typing makes it a great Knock Off absorber, so it's able to switch in on many Knock Off users, such as Pawniard, and become a threaten them. Later in a match, Mach Punch can be used to pick off weakened threats. Take advantage of Timburr's coverage options to surprise would-be checks, such as Vullaby if Ice Punch is run and Snubbull and Spritzee if Poison Jab is run.

Team Options
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Pokemon that can deal with Poison-type foes are essential for Timburr to perform its role. Overcoat Vullaby takes on Foongus reliably, Chinchou makes a good switch-in to Mareanie, and Abra can take on most Poison types offensively (do you mean effectively?) (no. Abra checks Poison-types offensively (hitting them) rather than defensively (switching into them)). Checks to Fairy-type Pokemon are also important, including Skrelp, Mareanie, Foongus, Ferroseed, and Pawniard. Vullaby and other bulky Flying-(AH)types offensively threaten Timburr, so switch-ins to these Pokemon, like Onix and Chinchou, synergize well with Timburr. Pursuit trappers, such as Alolan Grimer and Pawniard, can take on Abra and other Psychic-types that threaten Timburr offensively. Offensive Pokemon that appreciate Timburr's ability to counter Pawniard, such as Gastly, also make good partners. Finally, if Timburr is not running Guts, a cleric such as Snubbull or Chinchou can cure Timburr of burns, which cripple its offensive potential.

Drain Punch is a decently powerful and reliable STAB move that heals Timburr, givingincreasing its longevity. Mach Punch provides fairly powerful STAB priority that picksto pick off weakened foes, and it can deal significant damage to frailer foes after Timburr has used Bulk Up several times. Knock Off removes items, softening up opposing Pokemon, and provides good coverage alongside Drain Punch, able to hit Ghost- and Psychic-types super effectively. Bulk Up boosts both Attack and Defense, potentially allowing Timburr to sweep late-game.

Set Details
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The given EV spread and a Careful nature let Timburr hit Eviolite numbers in both defense stats, making it as bulky as possible, with the remainder invested in Attack. Timburr can run several alternative EV spreads, including the 196 Atk / 156 Def / 156 Spe spread from the other set(no cross-referencing) to hit 12 Speed, as well as a spread of 76 HP / 36 Atk / 156 Def / 236 SpD with a Careful nature, which lets Timburr always takesurvive Abra's Psychic, Zigzagoon's Extreme Speed, and Omanyte's Hydro Pump after a Shell Smash from full health. However, the extra HP point doesn't come into play often, and Timburr generally prefers the Attack investment. Guts allows Timburr to absorb status and set up on the likes of Ponyta and Chinchou, while Iron Fist is an option to boost Timburr's damage output. An Eviolite is used to maximize Timburr's bulk.

Usage Tips
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Early- orand mid-game, Timburr can use Mach Punch to pick off weakened threats. Otherwise, it should try to avoid being hit by Knock Off or taking too much damage to maximize its sweeping potential at the end of a match. Once Timburr's checks have been weakened or KOed, it can set up Bulk Up against a Pokemon that can't KO it and sweep an opposing team, regaining HP with Drain Punch and hitting fast, frail attackers with a boosted Mach Punch. If Timburr does havehas to be used early in the gameearly-game, it should draw in its checks and then use Knock Off, which will remove Eviolites and enable Timburr's teammates to more easily wear them down.

Team Options
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In order for Timburr to sweep, Poison-, Fairy-, and Flying-type foes must be removed or significantly worn down. Pawniard, Foongus, and Ferroseed all handle Fairy-types well, and Onix and Chinchou can handle Flying-types. Poison-types are more difficult to check in one slot, but Abra can check most of them offensively(again, do you mean effectively?) (see my other comment), and various Pokemon such as Vullaby can take on Poison-types such as Foongus defensively(same comment with offensively ^) (see my other comment). This Timburr set works well on Fighting spam cores, especially with Mienfoo, as both can wear down each other's checks and counters. Diglett makes a good partner to trap and remove opposing Poison-types and weakened Fairy-types. Entry hazard setters such as Dwebble and Onix help wear down the Pokemon that aim to check Timburr, and sothus make good partners. Pursuit users are useful to remove opposing Abra, with Alolan Grimer and Pawniard performing this role well. Finally, Carvanha forms a potent offensive core with Timburr; they share many similar checks, most significantly Fairy-types, that they can break past in tandem.

[STRATEGY COMMENTS]
Other Options
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Hammer Arm is a powerful STAB move that is boosted by Iron Fist, and Timburr doesn't particularly mind the Speed drop, but Timburr would rather not forgo the recovery provided by Drain Punch or a coverage moveslot. Fire Punch and Rock Side both hit Bug-types, which resist Timburr's STAB typemoves, but are otherwise outclassed by Timburr's other coverage options. Sheer Force is a potentially usable ability with a Life Orb and Force Palm, but it is usually outclassed by Iron Fist.

Checks and Counters
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**Fairy-types**: Timburr lacks a way to dealof dealing meaningful damage to Fairy-types, including Spritzee, Snubbull, and Cottonee, outsideexcludingof Poison Jab, while they can severely damage Timburr with their super effective STAB attacks.

**Poison-types**: Poison-types resist Timburr's Fighting-type moves. Foongus and Mareanie are difficult to wear down thanks to Regenerator, while Croagunk resists Knock Off as well and can heavily damage Timburr with Sludge Bomb.

**Flying-types**: Flying-types such as Vullaby and Doduo can outspeed and OHKO even a boosted Timburr with their powerful STAB attacks, but the formerthey (both Vullaby and Doduo are hit hard by Ice Punch)have to be wary of Ice Punch.